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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- /**
- * \file SDL_haptic.h
- *
- * \brief The SDL haptic subsystem allows you to control haptic (force feedback)
- * devices.
- *
- * The basic usage is as follows:
- * - Initialize the subsystem (::SDL_INIT_HAPTIC).
- * - Open a haptic device.
- * - SDL_HapticOpen() to open from index.
- * - SDL_HapticOpenFromJoystick() to open from an existing joystick.
- * - Create an effect (::SDL_HapticEffect).
- * - Upload the effect with SDL_HapticNewEffect().
- * - Run the effect with SDL_HapticRunEffect().
- * - (optional) Free the effect with SDL_HapticDestroyEffect().
- * - Close the haptic device with SDL_HapticClose().
- *
- * \par Simple rumble example:
- * \code
- * SDL_Haptic *haptic;
- *
- * // Open the device
- * haptic = SDL_HapticOpen( 0 );
- * if (haptic == NULL)
- * return -1;
- *
- * // Initialize simple rumble
- * if (SDL_HapticRumbleInit( haptic ) != 0)
- * return -1;
- *
- * // Play effect at 50% strength for 2 seconds
- * if (SDL_HapticRumblePlay( haptic, 0.5, 2000 ) != 0)
- * return -1;
- * SDL_Delay( 2000 );
- *
- * // Clean up
- * SDL_HapticClose( haptic );
- * \endcode
- *
- * \par Complete example:
- * \code
- * int test_haptic( SDL_Joystick * joystick ) {
- * SDL_Haptic *haptic;
- * SDL_HapticEffect effect;
- * int effect_id;
- *
- * // Open the device
- * haptic = SDL_HapticOpenFromJoystick( joystick );
- * if (haptic == NULL) return -1; // Most likely joystick isn't haptic
- *
- * // See if it can do sine waves
- * if ((SDL_HapticQuery(haptic) & SDL_HAPTIC_SINE)==0) {
- * SDL_HapticClose(haptic); // No sine effect
- * return -1;
- * }
- *
- * // Create the effect
- * memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default
- * effect.type = SDL_HAPTIC_SINE;
- * effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
- * effect.periodic.direction.dir[0] = 18000; // Force comes from south
- * effect.periodic.period = 1000; // 1000 ms
- * effect.periodic.magnitude = 20000; // 20000/32767 strength
- * effect.periodic.length = 5000; // 5 seconds long
- * effect.periodic.attack_length = 1000; // Takes 1 second to get max strength
- * effect.periodic.fade_length = 1000; // Takes 1 second to fade away
- *
- * // Upload the effect
- * effect_id = SDL_HapticNewEffect( haptic, &effect );
- *
- * // Test the effect
- * SDL_HapticRunEffect( haptic, effect_id, 1 );
- * SDL_Delay( 5000); // Wait for the effect to finish
- *
- * // We destroy the effect, although closing the device also does this
- * SDL_HapticDestroyEffect( haptic, effect_id );
- *
- * // Close the device
- * SDL_HapticClose(haptic);
- *
- * return 0; // Success
- * }
- * \endcode
- */
- #ifndef SDL_haptic_h_
- #define SDL_haptic_h_
- #include "SDL_stdinc.h"
- #include "SDL_error.h"
- #include "SDL_joystick.h"
- #include "begin_code.h"
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif /* __cplusplus */
- /* FIXME: For SDL 2.1, adjust all the magnitude variables to be Uint16 (0xFFFF).
- *
- * At the moment the magnitude variables are mixed between signed/unsigned, and
- * it is also not made clear that ALL of those variables expect a max of 0x7FFF.
- *
- * Some platforms may have higher precision than that (Linux FF, Windows XInput)
- * so we should fix the inconsistency in favor of higher possible precision,
- * adjusting for platforms that use different scales.
- * -flibit
- */
- /**
- * \typedef SDL_Haptic
- *
- * \brief The haptic structure used to identify an SDL haptic.
- *
- * \sa SDL_HapticOpen
- * \sa SDL_HapticOpenFromJoystick
- * \sa SDL_HapticClose
- */
- struct _SDL_Haptic;
- typedef struct _SDL_Haptic SDL_Haptic;
- /**
- * \name Haptic features
- *
- * Different haptic features a device can have.
- */
- /* @{ */
- /**
- * \name Haptic effects
- */
- /* @{ */
- /**
- * \brief Constant effect supported.
- *
- * Constant haptic effect.
- *
- * \sa SDL_HapticCondition
- */
- #define SDL_HAPTIC_CONSTANT (1u<<0)
- /**
- * \brief Sine wave effect supported.
- *
- * Periodic haptic effect that simulates sine waves.
- *
- * \sa SDL_HapticPeriodic
- */
- #define SDL_HAPTIC_SINE (1u<<1)
- /**
- * \brief Left/Right effect supported.
- *
- * Haptic effect for direct control over high/low frequency motors.
- *
- * \sa SDL_HapticLeftRight
- * \warning this value was SDL_HAPTIC_SQUARE right before 2.0.0 shipped. Sorry,
- * we ran out of bits, and this is important for XInput devices.
- */
- #define SDL_HAPTIC_LEFTRIGHT (1u<<2)
- /* !!! FIXME: put this back when we have more bits in 2.1 */
- /* #define SDL_HAPTIC_SQUARE (1<<2) */
- /**
- * \brief Triangle wave effect supported.
- *
- * Periodic haptic effect that simulates triangular waves.
- *
- * \sa SDL_HapticPeriodic
- */
- #define SDL_HAPTIC_TRIANGLE (1u<<3)
- /**
- * \brief Sawtoothup wave effect supported.
- *
- * Periodic haptic effect that simulates saw tooth up waves.
- *
- * \sa SDL_HapticPeriodic
- */
- #define SDL_HAPTIC_SAWTOOTHUP (1u<<4)
- /**
- * \brief Sawtoothdown wave effect supported.
- *
- * Periodic haptic effect that simulates saw tooth down waves.
- *
- * \sa SDL_HapticPeriodic
- */
- #define SDL_HAPTIC_SAWTOOTHDOWN (1u<<5)
- /**
- * \brief Ramp effect supported.
- *
- * Ramp haptic effect.
- *
- * \sa SDL_HapticRamp
- */
- #define SDL_HAPTIC_RAMP (1u<<6)
- /**
- * \brief Spring effect supported - uses axes position.
- *
- * Condition haptic effect that simulates a spring. Effect is based on the
- * axes position.
- *
- * \sa SDL_HapticCondition
- */
- #define SDL_HAPTIC_SPRING (1u<<7)
- /**
- * \brief Damper effect supported - uses axes velocity.
- *
- * Condition haptic effect that simulates dampening. Effect is based on the
- * axes velocity.
- *
- * \sa SDL_HapticCondition
- */
- #define SDL_HAPTIC_DAMPER (1u<<8)
- /**
- * \brief Inertia effect supported - uses axes acceleration.
- *
- * Condition haptic effect that simulates inertia. Effect is based on the axes
- * acceleration.
- *
- * \sa SDL_HapticCondition
- */
- #define SDL_HAPTIC_INERTIA (1u<<9)
- /**
- * \brief Friction effect supported - uses axes movement.
- *
- * Condition haptic effect that simulates friction. Effect is based on the
- * axes movement.
- *
- * \sa SDL_HapticCondition
- */
- #define SDL_HAPTIC_FRICTION (1u<<10)
- /**
- * \brief Custom effect is supported.
- *
- * User defined custom haptic effect.
- */
- #define SDL_HAPTIC_CUSTOM (1u<<11)
- /* @} *//* Haptic effects */
- /* These last few are features the device has, not effects */
- /**
- * \brief Device can set global gain.
- *
- * Device supports setting the global gain.
- *
- * \sa SDL_HapticSetGain
- */
- #define SDL_HAPTIC_GAIN (1u<<12)
- /**
- * \brief Device can set autocenter.
- *
- * Device supports setting autocenter.
- *
- * \sa SDL_HapticSetAutocenter
- */
- #define SDL_HAPTIC_AUTOCENTER (1u<<13)
- /**
- * \brief Device can be queried for effect status.
- *
- * Device supports querying effect status.
- *
- * \sa SDL_HapticGetEffectStatus
- */
- #define SDL_HAPTIC_STATUS (1u<<14)
- /**
- * \brief Device can be paused.
- *
- * Devices supports being paused.
- *
- * \sa SDL_HapticPause
- * \sa SDL_HapticUnpause
- */
- #define SDL_HAPTIC_PAUSE (1u<<15)
- /**
- * \name Direction encodings
- */
- /* @{ */
- /**
- * \brief Uses polar coordinates for the direction.
- *
- * \sa SDL_HapticDirection
- */
- #define SDL_HAPTIC_POLAR 0
- /**
- * \brief Uses cartesian coordinates for the direction.
- *
- * \sa SDL_HapticDirection
- */
- #define SDL_HAPTIC_CARTESIAN 1
- /**
- * \brief Uses spherical coordinates for the direction.
- *
- * \sa SDL_HapticDirection
- */
- #define SDL_HAPTIC_SPHERICAL 2
- /**
- * \brief Use this value to play an effect on the steering wheel axis. This
- * provides better compatibility across platforms and devices as SDL will guess
- * the correct axis.
- * \sa SDL_HapticDirection
- */
- #define SDL_HAPTIC_STEERING_AXIS 3
- /* @} *//* Direction encodings */
- /* @} *//* Haptic features */
- /*
- * Misc defines.
- */
- /**
- * \brief Used to play a device an infinite number of times.
- *
- * \sa SDL_HapticRunEffect
- */
- #define SDL_HAPTIC_INFINITY 4294967295U
- /**
- * \brief Structure that represents a haptic direction.
- *
- * This is the direction where the force comes from,
- * instead of the direction in which the force is exerted.
- *
- * Directions can be specified by:
- * - ::SDL_HAPTIC_POLAR : Specified by polar coordinates.
- * - ::SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates.
- * - ::SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates.
- *
- * Cardinal directions of the haptic device are relative to the positioning
- * of the device. North is considered to be away from the user.
- *
- * The following diagram represents the cardinal directions:
- * \verbatim
- .--.
- |__| .-------.
- |=.| |.-----.|
- |--| || ||
- | | |'-----'|
- |__|~')_____('
- [ COMPUTER ]
- North (0,-1)
- ^
- |
- |
- (-1,0) West <----[ HAPTIC ]----> East (1,0)
- |
- |
- v
- South (0,1)
- [ USER ]
- \|||/
- (o o)
- ---ooO-(_)-Ooo---
- \endverbatim
- *
- * If type is ::SDL_HAPTIC_POLAR, direction is encoded by hundredths of a
- * degree starting north and turning clockwise. ::SDL_HAPTIC_POLAR only uses
- * the first \c dir parameter. The cardinal directions would be:
- * - North: 0 (0 degrees)
- * - East: 9000 (90 degrees)
- * - South: 18000 (180 degrees)
- * - West: 27000 (270 degrees)
- *
- * If type is ::SDL_HAPTIC_CARTESIAN, direction is encoded by three positions
- * (X axis, Y axis and Z axis (with 3 axes)). ::SDL_HAPTIC_CARTESIAN uses
- * the first three \c dir parameters. The cardinal directions would be:
- * - North: 0,-1, 0
- * - East: 1, 0, 0
- * - South: 0, 1, 0
- * - West: -1, 0, 0
- *
- * The Z axis represents the height of the effect if supported, otherwise
- * it's unused. In cartesian encoding (1, 2) would be the same as (2, 4), you
- * can use any multiple you want, only the direction matters.
- *
- * If type is ::SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations.
- * The first two \c dir parameters are used. The \c dir parameters are as
- * follows (all values are in hundredths of degrees):
- * - Degrees from (1, 0) rotated towards (0, 1).
- * - Degrees towards (0, 0, 1) (device needs at least 3 axes).
- *
- *
- * Example of force coming from the south with all encodings (force coming
- * from the south means the user will have to pull the stick to counteract):
- * \code
- * SDL_HapticDirection direction;
- *
- * // Cartesian directions
- * direction.type = SDL_HAPTIC_CARTESIAN; // Using cartesian direction encoding.
- * direction.dir[0] = 0; // X position
- * direction.dir[1] = 1; // Y position
- * // Assuming the device has 2 axes, we don't need to specify third parameter.
- *
- * // Polar directions
- * direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding.
- * direction.dir[0] = 18000; // Polar only uses first parameter
- *
- * // Spherical coordinates
- * direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding
- * direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters.
- * \endcode
- *
- * \sa SDL_HAPTIC_POLAR
- * \sa SDL_HAPTIC_CARTESIAN
- * \sa SDL_HAPTIC_SPHERICAL
- * \sa SDL_HAPTIC_STEERING_AXIS
- * \sa SDL_HapticEffect
- * \sa SDL_HapticNumAxes
- */
- typedef struct SDL_HapticDirection
- {
- Uint8 type; /**< The type of encoding. */
- Sint32 dir[3]; /**< The encoded direction. */
- } SDL_HapticDirection;
- /**
- * \brief A structure containing a template for a Constant effect.
- *
- * This struct is exclusively for the ::SDL_HAPTIC_CONSTANT effect.
- *
- * A constant effect applies a constant force in the specified direction
- * to the joystick.
- *
- * \sa SDL_HAPTIC_CONSTANT
- * \sa SDL_HapticEffect
- */
- typedef struct SDL_HapticConstant
- {
- /* Header */
- Uint16 type; /**< ::SDL_HAPTIC_CONSTANT */
- SDL_HapticDirection direction; /**< Direction of the effect. */
- /* Replay */
- Uint32 length; /**< Duration of the effect. */
- Uint16 delay; /**< Delay before starting the effect. */
- /* Trigger */
- Uint16 button; /**< Button that triggers the effect. */
- Uint16 interval; /**< How soon it can be triggered again after button. */
- /* Constant */
- Sint16 level; /**< Strength of the constant effect. */
- /* Envelope */
- Uint16 attack_length; /**< Duration of the attack. */
- Uint16 attack_level; /**< Level at the start of the attack. */
- Uint16 fade_length; /**< Duration of the fade. */
- Uint16 fade_level; /**< Level at the end of the fade. */
- } SDL_HapticConstant;
- /**
- * \brief A structure containing a template for a Periodic effect.
- *
- * The struct handles the following effects:
- * - ::SDL_HAPTIC_SINE
- * - ::SDL_HAPTIC_LEFTRIGHT
- * - ::SDL_HAPTIC_TRIANGLE
- * - ::SDL_HAPTIC_SAWTOOTHUP
- * - ::SDL_HAPTIC_SAWTOOTHDOWN
- *
- * A periodic effect consists in a wave-shaped effect that repeats itself
- * over time. The type determines the shape of the wave and the parameters
- * determine the dimensions of the wave.
- *
- * Phase is given by hundredth of a degree meaning that giving the phase a value
- * of 9000 will displace it 25% of its period. Here are sample values:
- * - 0: No phase displacement.
- * - 9000: Displaced 25% of its period.
- * - 18000: Displaced 50% of its period.
- * - 27000: Displaced 75% of its period.
- * - 36000: Displaced 100% of its period, same as 0, but 0 is preferred.
- *
- * Examples:
- * \verbatim
- SDL_HAPTIC_SINE
- __ __ __ __
- / \ / \ / \ /
- / \__/ \__/ \__/
- SDL_HAPTIC_SQUARE
- __ __ __ __ __
- | | | | | | | | | |
- | |__| |__| |__| |__| |
- SDL_HAPTIC_TRIANGLE
- /\ /\ /\ /\ /\
- / \ / \ / \ / \ /
- / \/ \/ \/ \/
- SDL_HAPTIC_SAWTOOTHUP
- /| /| /| /| /| /| /|
- / | / | / | / | / | / | / |
- / |/ |/ |/ |/ |/ |/ |
- SDL_HAPTIC_SAWTOOTHDOWN
- \ |\ |\ |\ |\ |\ |\ |
- \ | \ | \ | \ | \ | \ | \ |
- \| \| \| \| \| \| \|
- \endverbatim
- *
- * \sa SDL_HAPTIC_SINE
- * \sa SDL_HAPTIC_LEFTRIGHT
- * \sa SDL_HAPTIC_TRIANGLE
- * \sa SDL_HAPTIC_SAWTOOTHUP
- * \sa SDL_HAPTIC_SAWTOOTHDOWN
- * \sa SDL_HapticEffect
- */
- typedef struct SDL_HapticPeriodic
- {
- /* Header */
- Uint16 type; /**< ::SDL_HAPTIC_SINE, ::SDL_HAPTIC_LEFTRIGHT,
- ::SDL_HAPTIC_TRIANGLE, ::SDL_HAPTIC_SAWTOOTHUP or
- ::SDL_HAPTIC_SAWTOOTHDOWN */
- SDL_HapticDirection direction; /**< Direction of the effect. */
- /* Replay */
- Uint32 length; /**< Duration of the effect. */
- Uint16 delay; /**< Delay before starting the effect. */
- /* Trigger */
- Uint16 button; /**< Button that triggers the effect. */
- Uint16 interval; /**< How soon it can be triggered again after button. */
- /* Periodic */
- Uint16 period; /**< Period of the wave. */
- Sint16 magnitude; /**< Peak value; if negative, equivalent to 180 degrees extra phase shift. */
- Sint16 offset; /**< Mean value of the wave. */
- Uint16 phase; /**< Positive phase shift given by hundredth of a degree. */
- /* Envelope */
- Uint16 attack_length; /**< Duration of the attack. */
- Uint16 attack_level; /**< Level at the start of the attack. */
- Uint16 fade_length; /**< Duration of the fade. */
- Uint16 fade_level; /**< Level at the end of the fade. */
- } SDL_HapticPeriodic;
- /**
- * \brief A structure containing a template for a Condition effect.
- *
- * The struct handles the following effects:
- * - ::SDL_HAPTIC_SPRING: Effect based on axes position.
- * - ::SDL_HAPTIC_DAMPER: Effect based on axes velocity.
- * - ::SDL_HAPTIC_INERTIA: Effect based on axes acceleration.
- * - ::SDL_HAPTIC_FRICTION: Effect based on axes movement.
- *
- * Direction is handled by condition internals instead of a direction member.
- * The condition effect specific members have three parameters. The first
- * refers to the X axis, the second refers to the Y axis and the third
- * refers to the Z axis. The right terms refer to the positive side of the
- * axis and the left terms refer to the negative side of the axis. Please
- * refer to the ::SDL_HapticDirection diagram for which side is positive and
- * which is negative.
- *
- * \sa SDL_HapticDirection
- * \sa SDL_HAPTIC_SPRING
- * \sa SDL_HAPTIC_DAMPER
- * \sa SDL_HAPTIC_INERTIA
- * \sa SDL_HAPTIC_FRICTION
- * \sa SDL_HapticEffect
- */
- typedef struct SDL_HapticCondition
- {
- /* Header */
- Uint16 type; /**< ::SDL_HAPTIC_SPRING, ::SDL_HAPTIC_DAMPER,
- ::SDL_HAPTIC_INERTIA or ::SDL_HAPTIC_FRICTION */
- SDL_HapticDirection direction; /**< Direction of the effect - Not used ATM. */
- /* Replay */
- Uint32 length; /**< Duration of the effect. */
- Uint16 delay; /**< Delay before starting the effect. */
- /* Trigger */
- Uint16 button; /**< Button that triggers the effect. */
- Uint16 interval; /**< How soon it can be triggered again after button. */
- /* Condition */
- Uint16 right_sat[3]; /**< Level when joystick is to the positive side; max 0xFFFF. */
- Uint16 left_sat[3]; /**< Level when joystick is to the negative side; max 0xFFFF. */
- Sint16 right_coeff[3]; /**< How fast to increase the force towards the positive side. */
- Sint16 left_coeff[3]; /**< How fast to increase the force towards the negative side. */
- Uint16 deadband[3]; /**< Size of the dead zone; max 0xFFFF: whole axis-range when 0-centered. */
- Sint16 center[3]; /**< Position of the dead zone. */
- } SDL_HapticCondition;
- /**
- * \brief A structure containing a template for a Ramp effect.
- *
- * This struct is exclusively for the ::SDL_HAPTIC_RAMP effect.
- *
- * The ramp effect starts at start strength and ends at end strength.
- * It augments in linear fashion. If you use attack and fade with a ramp
- * the effects get added to the ramp effect making the effect become
- * quadratic instead of linear.
- *
- * \sa SDL_HAPTIC_RAMP
- * \sa SDL_HapticEffect
- */
- typedef struct SDL_HapticRamp
- {
- /* Header */
- Uint16 type; /**< ::SDL_HAPTIC_RAMP */
- SDL_HapticDirection direction; /**< Direction of the effect. */
- /* Replay */
- Uint32 length; /**< Duration of the effect. */
- Uint16 delay; /**< Delay before starting the effect. */
- /* Trigger */
- Uint16 button; /**< Button that triggers the effect. */
- Uint16 interval; /**< How soon it can be triggered again after button. */
- /* Ramp */
- Sint16 start; /**< Beginning strength level. */
- Sint16 end; /**< Ending strength level. */
- /* Envelope */
- Uint16 attack_length; /**< Duration of the attack. */
- Uint16 attack_level; /**< Level at the start of the attack. */
- Uint16 fade_length; /**< Duration of the fade. */
- Uint16 fade_level; /**< Level at the end of the fade. */
- } SDL_HapticRamp;
- /**
- * \brief A structure containing a template for a Left/Right effect.
- *
- * This struct is exclusively for the ::SDL_HAPTIC_LEFTRIGHT effect.
- *
- * The Left/Right effect is used to explicitly control the large and small
- * motors, commonly found in modern game controllers. The small (right) motor
- * is high frequency, and the large (left) motor is low frequency.
- *
- * \sa SDL_HAPTIC_LEFTRIGHT
- * \sa SDL_HapticEffect
- */
- typedef struct SDL_HapticLeftRight
- {
- /* Header */
- Uint16 type; /**< ::SDL_HAPTIC_LEFTRIGHT */
- /* Replay */
- Uint32 length; /**< Duration of the effect in milliseconds. */
- /* Rumble */
- Uint16 large_magnitude; /**< Control of the large controller motor. */
- Uint16 small_magnitude; /**< Control of the small controller motor. */
- } SDL_HapticLeftRight;
- /**
- * \brief A structure containing a template for the ::SDL_HAPTIC_CUSTOM effect.
- *
- * This struct is exclusively for the ::SDL_HAPTIC_CUSTOM effect.
- *
- * A custom force feedback effect is much like a periodic effect, where the
- * application can define its exact shape. You will have to allocate the
- * data yourself. Data should consist of channels * samples Uint16 samples.
- *
- * If channels is one, the effect is rotated using the defined direction.
- * Otherwise it uses the samples in data for the different axes.
- *
- * \sa SDL_HAPTIC_CUSTOM
- * \sa SDL_HapticEffect
- */
- typedef struct SDL_HapticCustom
- {
- /* Header */
- Uint16 type; /**< ::SDL_HAPTIC_CUSTOM */
- SDL_HapticDirection direction; /**< Direction of the effect. */
- /* Replay */
- Uint32 length; /**< Duration of the effect. */
- Uint16 delay; /**< Delay before starting the effect. */
- /* Trigger */
- Uint16 button; /**< Button that triggers the effect. */
- Uint16 interval; /**< How soon it can be triggered again after button. */
- /* Custom */
- Uint8 channels; /**< Axes to use, minimum of one. */
- Uint16 period; /**< Sample periods. */
- Uint16 samples; /**< Amount of samples. */
- Uint16 *data; /**< Should contain channels*samples items. */
- /* Envelope */
- Uint16 attack_length; /**< Duration of the attack. */
- Uint16 attack_level; /**< Level at the start of the attack. */
- Uint16 fade_length; /**< Duration of the fade. */
- Uint16 fade_level; /**< Level at the end of the fade. */
- } SDL_HapticCustom;
- /**
- * \brief The generic template for any haptic effect.
- *
- * All values max at 32767 (0x7FFF). Signed values also can be negative.
- * Time values unless specified otherwise are in milliseconds.
- *
- * You can also pass ::SDL_HAPTIC_INFINITY to length instead of a 0-32767
- * value. Neither delay, interval, attack_length nor fade_length support
- * ::SDL_HAPTIC_INFINITY. Fade will also not be used since effect never ends.
- *
- * Additionally, the ::SDL_HAPTIC_RAMP effect does not support a duration of
- * ::SDL_HAPTIC_INFINITY.
- *
- * Button triggers may not be supported on all devices, it is advised to not
- * use them if possible. Buttons start at index 1 instead of index 0 like
- * the joystick.
- *
- * If both attack_length and fade_level are 0, the envelope is not used,
- * otherwise both values are used.
- *
- * Common parts:
- * \code
- * // Replay - All effects have this
- * Uint32 length; // Duration of effect (ms).
- * Uint16 delay; // Delay before starting effect.
- *
- * // Trigger - All effects have this
- * Uint16 button; // Button that triggers effect.
- * Uint16 interval; // How soon before effect can be triggered again.
- *
- * // Envelope - All effects except condition effects have this
- * Uint16 attack_length; // Duration of the attack (ms).
- * Uint16 attack_level; // Level at the start of the attack.
- * Uint16 fade_length; // Duration of the fade out (ms).
- * Uint16 fade_level; // Level at the end of the fade.
- * \endcode
- *
- *
- * Here we have an example of a constant effect evolution in time:
- * \verbatim
- Strength
- ^
- |
- | effect level --> _________________
- | / \
- | / \
- | / \
- | / \
- | attack_level --> | \
- | | | <--- fade_level
- |
- +--------------------------------------------------> Time
- [--] [---]
- attack_length fade_length
- [------------------][-----------------------]
- delay length
- \endverbatim
- *
- * Note either the attack_level or the fade_level may be above the actual
- * effect level.
- *
- * \sa SDL_HapticConstant
- * \sa SDL_HapticPeriodic
- * \sa SDL_HapticCondition
- * \sa SDL_HapticRamp
- * \sa SDL_HapticLeftRight
- * \sa SDL_HapticCustom
- */
- typedef union SDL_HapticEffect
- {
- /* Common for all force feedback effects */
- Uint16 type; /**< Effect type. */
- SDL_HapticConstant constant; /**< Constant effect. */
- SDL_HapticPeriodic periodic; /**< Periodic effect. */
- SDL_HapticCondition condition; /**< Condition effect. */
- SDL_HapticRamp ramp; /**< Ramp effect. */
- SDL_HapticLeftRight leftright; /**< Left/Right effect. */
- SDL_HapticCustom custom; /**< Custom effect. */
- } SDL_HapticEffect;
- /* Function prototypes */
- /**
- * \brief Count the number of haptic devices attached to the system.
- *
- * \return Number of haptic devices detected on the system.
- */
- extern DECLSPEC int SDLCALL SDL_NumHaptics(void);
- /**
- * \brief Get the implementation dependent name of a haptic device.
- *
- * This can be called before any joysticks are opened.
- * If no name can be found, this function returns NULL.
- *
- * \param device_index Index of the device to get its name.
- * \return Name of the device or NULL on error.
- *
- * \sa SDL_NumHaptics
- */
- extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index);
- /**
- * \brief Opens a haptic device for use.
- *
- * The index passed as an argument refers to the N'th haptic device on this
- * system.
- *
- * When opening a haptic device, its gain will be set to maximum and
- * autocenter will be disabled. To modify these values use
- * SDL_HapticSetGain() and SDL_HapticSetAutocenter().
- *
- * \param device_index Index of the device to open.
- * \return Device identifier or NULL on error.
- *
- * \sa SDL_HapticIndex
- * \sa SDL_HapticOpenFromMouse
- * \sa SDL_HapticOpenFromJoystick
- * \sa SDL_HapticClose
- * \sa SDL_HapticSetGain
- * \sa SDL_HapticSetAutocenter
- * \sa SDL_HapticPause
- * \sa SDL_HapticStopAll
- */
- extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(int device_index);
- /**
- * \brief Checks if the haptic device at index has been opened.
- *
- * \param device_index Index to check to see if it has been opened.
- * \return 1 if it has been opened or 0 if it hasn't.
- *
- * \sa SDL_HapticOpen
- * \sa SDL_HapticIndex
- */
- extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index);
- /**
- * \brief Gets the index of a haptic device.
- *
- * \param haptic Haptic device to get the index of.
- * \return The index of the haptic device or -1 on error.
- *
- * \sa SDL_HapticOpen
- * \sa SDL_HapticOpened
- */
- extern DECLSPEC int SDLCALL SDL_HapticIndex(SDL_Haptic * haptic);
- /**
- * \brief Gets whether or not the current mouse has haptic capabilities.
- *
- * \return SDL_TRUE if the mouse is haptic, SDL_FALSE if it isn't.
- *
- * \sa SDL_HapticOpenFromMouse
- */
- extern DECLSPEC int SDLCALL SDL_MouseIsHaptic(void);
- /**
- * \brief Tries to open a haptic device from the current mouse.
- *
- * \return The haptic device identifier or NULL on error.
- *
- * \sa SDL_MouseIsHaptic
- * \sa SDL_HapticOpen
- */
- extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void);
- /**
- * \brief Checks to see if a joystick has haptic features.
- *
- * \param joystick Joystick to test for haptic capabilities.
- * \return SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't
- * or -1 if an error occurred.
- *
- * \sa SDL_HapticOpenFromJoystick
- */
- extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick);
- /**
- * \brief Opens a haptic device for use from a joystick device.
- *
- * You must still close the haptic device separately. It will not be closed
- * with the joystick.
- *
- * When opening from a joystick you should first close the haptic device before
- * closing the joystick device. If not, on some implementations the haptic
- * device will also get unallocated and you'll be unable to use force feedback
- * on that device.
- *
- * \param joystick Joystick to create a haptic device from.
- * \return A valid haptic device identifier on success or NULL on error.
- *
- * \sa SDL_HapticOpen
- * \sa SDL_HapticClose
- */
- extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick *
- joystick);
- /**
- * \brief Closes a haptic device previously opened with SDL_HapticOpen().
- *
- * \param haptic Haptic device to close.
- */
- extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic);
- /**
- * \brief Returns the number of effects a haptic device can store.
- *
- * On some platforms this isn't fully supported, and therefore is an
- * approximation. Always check to see if your created effect was actually
- * created and do not rely solely on SDL_HapticNumEffects().
- *
- * \param haptic The haptic device to query effect max.
- * \return The number of effects the haptic device can store or
- * -1 on error.
- *
- * \sa SDL_HapticNumEffectsPlaying
- * \sa SDL_HapticQuery
- */
- extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic);
- /**
- * \brief Returns the number of effects a haptic device can play at the same
- * time.
- *
- * This is not supported on all platforms, but will always return a value.
- * Added here for the sake of completeness.
- *
- * \param haptic The haptic device to query maximum playing effects.
- * \return The number of effects the haptic device can play at the same time
- * or -1 on error.
- *
- * \sa SDL_HapticNumEffects
- * \sa SDL_HapticQuery
- */
- extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic);
- /**
- * \brief Gets the haptic device's supported features in bitwise manner.
- *
- * Example:
- * \code
- * if (SDL_HapticQuery(haptic) & SDL_HAPTIC_CONSTANT) {
- * printf("We have constant haptic effect!\n");
- * }
- * \endcode
- *
- * \param haptic The haptic device to query.
- * \return Haptic features in bitwise manner (OR'd).
- *
- * \sa SDL_HapticNumEffects
- * \sa SDL_HapticEffectSupported
- */
- extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(SDL_Haptic * haptic);
- /**
- * \brief Gets the number of haptic axes the device has.
- *
- * \sa SDL_HapticDirection
- */
- extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic);
- /**
- * \brief Checks to see if effect is supported by haptic.
- *
- * \param haptic Haptic device to check on.
- * \param effect Effect to check to see if it is supported.
- * \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
- *
- * \sa SDL_HapticQuery
- * \sa SDL_HapticNewEffect
- */
- extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic,
- SDL_HapticEffect *
- effect);
- /**
- * \brief Creates a new haptic effect on the device.
- *
- * \param haptic Haptic device to create the effect on.
- * \param effect Properties of the effect to create.
- * \return The identifier of the effect on success or -1 on error.
- *
- * \sa SDL_HapticUpdateEffect
- * \sa SDL_HapticRunEffect
- * \sa SDL_HapticDestroyEffect
- */
- extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic,
- SDL_HapticEffect * effect);
- /**
- * \brief Updates the properties of an effect.
- *
- * Can be used dynamically, although behavior when dynamically changing
- * direction may be strange. Specifically the effect may reupload itself
- * and start playing from the start. You cannot change the type either when
- * running SDL_HapticUpdateEffect().
- *
- * \param haptic Haptic device that has the effect.
- * \param effect Identifier of the effect to update.
- * \param data New effect properties to use.
- * \return 0 on success or -1 on error.
- *
- * \sa SDL_HapticNewEffect
- * \sa SDL_HapticRunEffect
- * \sa SDL_HapticDestroyEffect
- */
- extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic,
- int effect,
- SDL_HapticEffect * data);
- /**
- * \brief Runs the haptic effect on its associated haptic device.
- *
- * If iterations are ::SDL_HAPTIC_INFINITY, it'll run the effect over and over
- * repeating the envelope (attack and fade) every time. If you only want the
- * effect to last forever, set ::SDL_HAPTIC_INFINITY in the effect's length
- * parameter.
- *
- * \param haptic Haptic device to run the effect on.
- * \param effect Identifier of the haptic effect to run.
- * \param iterations Number of iterations to run the effect. Use
- * ::SDL_HAPTIC_INFINITY for infinity.
- * \return 0 on success or -1 on error.
- *
- * \sa SDL_HapticStopEffect
- * \sa SDL_HapticDestroyEffect
- * \sa SDL_HapticGetEffectStatus
- */
- extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic,
- int effect,
- Uint32 iterations);
- /**
- * \brief Stops the haptic effect on its associated haptic device.
- *
- * \param haptic Haptic device to stop the effect on.
- * \param effect Identifier of the effect to stop.
- * \return 0 on success or -1 on error.
- *
- * \sa SDL_HapticRunEffect
- * \sa SDL_HapticDestroyEffect
- */
- extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic,
- int effect);
- /**
- * \brief Destroys a haptic effect on the device.
- *
- * This will stop the effect if it's running. Effects are automatically
- * destroyed when the device is closed.
- *
- * \param haptic Device to destroy the effect on.
- * \param effect Identifier of the effect to destroy.
- *
- * \sa SDL_HapticNewEffect
- */
- extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic,
- int effect);
- /**
- * \brief Gets the status of the current effect on the haptic device.
- *
- * Device must support the ::SDL_HAPTIC_STATUS feature.
- *
- * \param haptic Haptic device to query the effect status on.
- * \param effect Identifier of the effect to query its status.
- * \return 0 if it isn't playing, 1 if it is playing or -1 on error.
- *
- * \sa SDL_HapticRunEffect
- * \sa SDL_HapticStopEffect
- */
- extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic,
- int effect);
- /**
- * \brief Sets the global gain of the device.
- *
- * Device must support the ::SDL_HAPTIC_GAIN feature.
- *
- * The user may specify the maximum gain by setting the environment variable
- * SDL_HAPTIC_GAIN_MAX which should be between 0 and 100. All calls to
- * SDL_HapticSetGain() will scale linearly using SDL_HAPTIC_GAIN_MAX as the
- * maximum.
- *
- * \param haptic Haptic device to set the gain on.
- * \param gain Value to set the gain to, should be between 0 and 100.
- * \return 0 on success or -1 on error.
- *
- * \sa SDL_HapticQuery
- */
- extern DECLSPEC int SDLCALL SDL_HapticSetGain(SDL_Haptic * haptic, int gain);
- /**
- * \brief Sets the global autocenter of the device.
- *
- * Autocenter should be between 0 and 100. Setting it to 0 will disable
- * autocentering.
- *
- * Device must support the ::SDL_HAPTIC_AUTOCENTER feature.
- *
- * \param haptic Haptic device to set autocentering on.
- * \param autocenter Value to set autocenter to, 0 disables autocentering.
- * \return 0 on success or -1 on error.
- *
- * \sa SDL_HapticQuery
- */
- extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic,
- int autocenter);
- /**
- * \brief Pauses a haptic device.
- *
- * Device must support the ::SDL_HAPTIC_PAUSE feature. Call
- * SDL_HapticUnpause() to resume playback.
- *
- * Do not modify the effects nor add new ones while the device is paused.
- * That can cause all sorts of weird errors.
- *
- * \param haptic Haptic device to pause.
- * \return 0 on success or -1 on error.
- *
- * \sa SDL_HapticUnpause
- */
- extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic);
- /**
- * \brief Unpauses a haptic device.
- *
- * Call to unpause after SDL_HapticPause().
- *
- * \param haptic Haptic device to unpause.
- * \return 0 on success or -1 on error.
- *
- * \sa SDL_HapticPause
- */
- extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic);
- /**
- * \brief Stops all the currently playing effects on a haptic device.
- *
- * \param haptic Haptic device to stop.
- * \return 0 on success or -1 on error.
- */
- extern DECLSPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic);
- /**
- * \brief Checks to see if rumble is supported on a haptic device.
- *
- * \param haptic Haptic device to check to see if it supports rumble.
- * \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
- *
- * \sa SDL_HapticRumbleInit
- * \sa SDL_HapticRumblePlay
- * \sa SDL_HapticRumbleStop
- */
- extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic);
- /**
- * \brief Initializes the haptic device for simple rumble playback.
- *
- * \param haptic Haptic device to initialize for simple rumble playback.
- * \return 0 on success or -1 on error.
- *
- * \sa SDL_HapticOpen
- * \sa SDL_HapticRumbleSupported
- * \sa SDL_HapticRumblePlay
- * \sa SDL_HapticRumbleStop
- */
- extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic);
- /**
- * \brief Runs simple rumble on a haptic device
- *
- * \param haptic Haptic device to play rumble effect on.
- * \param strength Strength of the rumble to play as a 0-1 float value.
- * \param length Length of the rumble to play in milliseconds.
- * \return 0 on success or -1 on error.
- *
- * \sa SDL_HapticRumbleSupported
- * \sa SDL_HapticRumbleInit
- * \sa SDL_HapticRumbleStop
- */
- extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length );
- /**
- * \brief Stops the simple rumble on a haptic device.
- *
- * \param haptic Haptic to stop the rumble on.
- * \return 0 on success or -1 on error.
- *
- * \sa SDL_HapticRumbleSupported
- * \sa SDL_HapticRumbleInit
- * \sa SDL_HapticRumblePlay
- */
- extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic);
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include "close_code.h"
- #endif /* SDL_haptic_h_ */
- /* vi: set ts=4 sw=4 expandtab: */
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